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Maijabalas
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Posted - 2006.07.16 23:42:00 -
[1]
I apologize for this topic if it has been covered before. I was debating what skills are considered 'necessary' for most players in the eve universe. I would consider the entire Learning catalog of upmost importance to any long term eve player. What else would you put on this list for newer players (like me!) to consider?
(I realize combat players are going to have a different skill requirement than miners, but just go with it ^^)
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Dethis
Caldari
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Posted - 2006.07.17 00:09:00 -
[2]
Edited by: Dethis on 17/07/2006 00:10:06 Off the top of my head.
Engineering - to maximize the power core. Electronics - to maximize the CPU. Energy Management - to maximize the capacitor capacity. Energy Systems Operation - to maximize the rate at which the capacitor recharges. Energy Grid Upgrades - to reduce the CPU requirements of installing power modules. Mechanic - To maximize hull strength. Shield Management - to maximize shield capacity. Shield Operation - to maximize the rate at which the shield recharges. Hull Upgrade - To maximize armor strength. Repair Systems 4 - To be able to operate the best armor and hull repair modules.
And If you plan on using drones you would want Drone 5 -------- Kill em all and let god sort em out
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Rumbaar
Royal Society Of Khanid
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Posted - 2006.07.17 00:11:00 -
[3]
I'm sure others will add a lot more but my personal level 5 skills, not a complete of course, that benefit any type of player.
All per level: Electronic (+5% CPU) Engineering (+5% PG) Hull Upgrades (+5% Armor) Navigation (+5% Max Speed) Energy Management (+5% Cap) Energy Systems Operation (+5% Cap recharge rate) Shield Management (+5% Shield) Shield Operations (+5% Shield Recharge)
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Aramendel
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Posted - 2006.07.17 05:31:00 -
[4]
Quote: Energy Grid Upgrades - to reduce the CPU requirements of installing power modules.
Er.. which modules need that at lvl 5? Don't tell me you need it because the cpu reduction.
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Mike Yagon
Minmatar
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Posted - 2006.07.17 06:36:00 -
[5]
Edited by: Mike Yagon on 17/07/2006 06:37:00 Weapon Upgrades!
Oh, and Navigation and Spaceship Command.
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Bai ul
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Posted - 2006.07.17 07:04:00 -
[6]
What skills do you need as a PVP-er brought to L5 eventually ? Well, this is a good list, but not complete (I omitted complete ship "driving" skills).
FOR EVERYBODY (m1 = instant recall L1, you get it): - LEARNING skills : m1/i1/L1/m2/i2/L2/m3/i3/L3/m4/i4/L4 [m5/adv-m1/adv-m2/adv-m3/adv-m4/i5/adv-i1/adv-i2/adv-i3/adv-i4] -- then all the rest of attribute-boosting skills to L5, then advanced ones to L4 (L5 not advisable ; L5 learning also NOT advisable) == that gives you an average of +10 effective in each attribute in less than 2 months (more with implants), which can mean double SP aquiring speed from then onward (for pretty good results you can skip the bracketed part and do it later when you also have at least +3 implants plugged)
For drone users: - Drones L5 - Drone Interfacing L5 (for adv. drone int.) - Drone Sharpshooting L4 (for sentry drone int.)
For gun users: - Gunnery L5 - Weapon Upgrades L5 (for adv. weap. upgr) - Motion Prediction --or-- Sharpshooter L3/L4/L5 (depending on T2 turret specialisation wanted, short or long range, S/M/L size gun) - all sizes (S/M/L) used for gun to L5 - gun T2 specialisation to L4 - adv. weap. upgrades L5 *IFF* you plan on getting a dread (needed for siege module skill)
For missile users: - Missile Launcher Operation L5 (for cruise specialisation and Guided Missile Precision) - L5 *ONLY* in "final" missile type, all previous ones to L3 (standard then heavy then either cruise or torpedo), needed for T2 launcher (specialisation skill) of that missile type - if you want citadel torpedo (cap-ship missile), you also need L5 torpedo ... yep, missiles are dirt cheap to upgrade, SP-wise ;)
Generic usefull skills:
- Spaceship command L5 (L4 as soon as possible for battleships, L5 whenever you step up to the "pwnage" T2 ships) -- Gallente Industrial L5 (face it, NO OTHER industrial is even remotely as uber as Iteron 5, and you only need Gallente Frigate L3 for it other than your regular skills) --- whatever you're using most (or plan to be using most) at L5 as soon as possible (racial biased: frig, dessy, cruiser, bcruiser, bship), because T2 ships usualy also require L5 in the "base class" to fly anyway
- Electronics L5 (cloaking, cynosural, advanced jamming, dampening and painting) -- optionally Targetting L5 (for multitasking), only usefull on big, big ships with slow, slow targetting speeds --- you might need specific electronics skills at L5 for certain T2 ships
- Engineering L5 (mostly for T2 ship availability and fitting maximisation) -- Tactical Shield Manipulation L5 + Shield Operation L5 (ONLY for capship pilots) --- other engineering skills are all fine at L4
- Mechanic L5 (maximize armor, fly assault ships, capital armor repairer ; other than that, L4 would be fine) -- Hull Upgrades L5 and Repair Systems L5(ONLY for cap armor rep, for everything else L4 is fine)
- Navigation L5 (ONLY for capships, L4 is fine otherwise) -- Warp Drive Operation L5 (again, capship only, you can even live without the skill altogether) -- Evasive Maneuvering L5 (for T2 frig: interceptor class)
Useful only in specific situations:
- Leadership L5 (mostly for those that want to fly a command ship) -- then Squadron Command L5 (for Wing Command)
- Science L5 (a must have for all wannabe researchers out there, L3 is a must anyway) -- Cybernetics L5 (for those of you who HOPE to get pwnage implants one day, L4 or even L3 is fine meanwhile)
That's about it for the basics ;)
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franny
The Core Collective
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Posted - 2006.07.17 07:12:00 -
[7]
Originally by: Aramendel
Quote: Energy Grid Upgrades - to reduce the CPU requirements of installing power modules.
Er.. which modules need that at lvl 5? Don't tell me you need it because the cpu reduction.
reactor control 2s are the only one I can think of off the top of my head (and yes I have it for just that reason)
for drones, add(besides drones 5) scout drones 5(allows for T2 lights/mediums) heavy drones 5(t2 heavys)
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Aramendel
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Posted - 2006.07.17 08:05:00 -
[8]
Edited by: Aramendel on 17/07/2006 08:12:23
Originally by: franny reactor control 2s are the only one I can think of off the top of my head (and yes I have it for just that reason)
Ah, right, forgot about this one.
Originally by: Bai ul What skills do you need as a PVP-er brought to L5 eventually ? Well, this is a good list, but not complete (I omitted complete ship "driving" skills)...
Good list, only disagree with science, there lvl 4 is IMO a must ( <3 tractor beams). Also, Cybernetics 5 is needed if you want to spec for gang modules, since the gang module implant needs it.
/edit: For the learning skills lvl 5 learning IS adviseable, it's a guaranteed payoff within 200-300 days (54 times what you needed to train it from 4 to 5), about the same as the advanced learning skills lvl 4 (average 235 days).
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Mike Yagon
Minmatar
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Posted - 2006.07.17 10:18:00 -
[9]
Originally by: Bai ul For gun users: - Weapon Upgrades L5 (for adv. weap. upgr)
Weapon Upgrades and Advanced Weapon Upgrades works for missile launchers as well. You'll want them even as a missile user.
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roudaaja2
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Posted - 2006.07.17 12:39:00 -
[10]
Add Surgical Strike V to that list. (missile users don't bother, but no one really uses ONLY missiles)
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Tom Baker
Caldari
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Posted - 2006.07.17 12:42:00 -
[11]
Originally by: roudaaja2 Add Surgical Strike V to that list. (missile users don't bother, but no one really uses ONLY missiles)
I do.
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Moornblade
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Posted - 2006.07.17 15:57:00 -
[12]
1. Advanced drone interfacing is useless unless you plan on flying capital ships capable of fielding more than 5 fighters. That's because ADI does not give you +1 drone per level, it gives you +1 drone control unit per level, and they have a huge CPU requirement.
2. As a result, Drone Interfacing 5, while nice, is not necessary until after you've got to T2 drones. DI 5 < DI4+Heavy Drone 5, not to mention DI 5 versus T2 drones. Only takes you very slightly longer to go T2 heavies than to get Drone Interfacing 5/
3. IMHO, Cloaking is a must have skill if you plan on going PvE below 0.5 . It's one slot, doesn't hurt you in any way versus rats (20 seconds of no-lock time is easily manageable), and will save your expensive, easy to kill battleship countless time.
4. Last nitpick; IIRC you need Repair Systems V for Large Armor Repper II. This is a big difference, against even the best named T2 armor reppers. And the last 5% reduction in cycle time is nice, too.
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Raider Zero
Minmatar
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Posted - 2006.07.17 20:54:00 -
[13]
Originally by: Moornblade
4. Last nitpick; IIRC you need Repair Systems V for Large Armor Repper II. This is a big difference, against even the best named T2 armor reppers. And the last 5% reduction in cycle time is nice, too.
Nope. L4 for LAR II.
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Damia
F.R.E.E. Explorer EVE Animal Control
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Posted - 2006.07.25 03:56:00 -
[14]
Great thread... I've been playing for a while, and I just now realized there were some fitting skills that I still REALLY need to finish off to 5 to help CPU and Grid when I'm fitting ships tight.
I vote sticky.
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Gabby05
Amarr
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Posted - 2006.07.25 12:19:00 -
[15]
Edited by: Gabby05 on 25/07/2006 12:22:31
Originally by: Raider Zero
Originally by: Moornblade
4. Last nitpick; IIRC you need Repair Systems V for Large Armor Repper II. This is a big difference, against even the best named T2 armor reppers. And the last 5% reduction in cycle time is nice, too.
Nope. L4 for LAR II.
They must of changed the skill requirements, as it stands now you need lvl 5 in mechanic skill. Same for the Large hull repairers!!!
I still think T1 HULL REPAIRERS NEED ONLY BE SKILLED TO LVL 4!!
Is my mind playing tricks on me, im sure a t2 med armor rep required 175pg but its sayin 173pg
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HolographicEntrypoint
The Collective
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Posted - 2006.07.25 14:17:00 -
[16]
Edited by: HolographicEntrypoint on 25/07/2006 14:17:40 Advanced Weapon Upgrades is many many important for PG bonus. ---
^ Custom Sigs for ISK, learning rights on sourcefiles
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Dethis
Caldari
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Posted - 2006.07.25 16:38:00 -
[17]
Originally by: HolographicEntrypoint Edited by: HolographicEntrypoint on 25/07/2006 14:17:40 Advanced Weapon Upgrades is many many important for PG bonus.
Id honestly only reccomend taking that to 4 though for the first while at least -------- Kill em all and let god sort em out
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Moornblade
Gallente
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Posted - 2006.07.25 17:21:00 -
[18]
Gallente Titan V
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Boonaki
Caldari
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Posted - 2006.07.25 17:31:00 -
[19]
If your flying caldari, warp drive op 5 > all
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Mi Lai
Sanguine Legion Atrocitas
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Posted - 2006.07.29 17:56:00 -
[20]
To damn many .
For starters, I would go for Electronics, Engineering, 1 weapon skill (Gunnery, Missile Launcher Op or Drones). After that, I think it really depends what path you want to choose, and it'll be pretty dependant on your choice (either the lvl 5's required for T2 Frigs + Weapons, Barges or whatever you intend to do with your toon)
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Zakgram
Apocalyptic Raiders
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Posted - 2006.07.30 08:20:00 -
[21]
Originally by: Tom Baker
Originally by: roudaaja2 Add Surgical Strike V to that list. (missile users don't bother, but no one really uses ONLY missiles)
I do.
I did. Ahh... Rokh!
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Skybar
Minmatar Deviance Inc SMASH Alliance
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Posted - 2006.11.12 16:34:00 -
[22]
Rapid Firing lvl 5 before Surgical Strike lvl 5
Rapid Firing is rank 2 Surgical Strike is rank 5
Rapid Firing should improve dps by 25% Surgial Strike should improve dps by 15%
Rapid Firing is faster to train and more effective, so go for that one.
"Dauntless fleet commander, or the most nefarious pirate ever to terrorize the galaxy" |
Benglada
Finite Horizon The Red Skull
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Posted - 2006.11.13 00:07:00 -
[23]
Originally by: Aramendel
Quote: Energy Grid Upgrades - to reduce the CPU requirements of installing power modules.
Er.. which modules need that at lvl 5? Don't tell me you need it because the cpu reduction.
Covert ops ships/recons/stealth bombers. ---------------------------
Originally by: Arkanor
0.0 is the Final Frontier. Bring money and friends.
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